/** * @author Richard Davey * @copyright 2020 Photon Storm Ltd. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var SetTileCollision = require('./SetTileCollision'); var CalculateFacesWithin = require('./CalculateFacesWithin'); var SetLayerCollisionIndex = require('./SetLayerCollisionIndex'); /** * Sets collision on the given tile or tiles within a layer by index. You can pass in either a * single numeric index or an array of indexes: [2, 3, 15, 20]. The `collides` parameter controls if * collision will be enabled (true) or disabled (false). * * @function Phaser.Tilemaps.Components.SetCollision * @since 3.0.0 * * @param {(number|array)} indexes - Either a single tile index, or an array of tile indexes. * @param {boolean} collides - If true it will enable collision. If false it will clear collision. * @param {boolean} recalculateFaces - Whether or not to recalculate the tile faces after the update. * @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon. * @param {boolean} [updateLayer=true] - If true, updates the current tiles on the layer. Set to false if no tiles have been placed for significant performance boost. */ var SetCollision = function (indexes, collides, recalculateFaces, layer, updateLayer) { if (collides === undefined) { collides = true; } if (recalculateFaces === undefined) { recalculateFaces = true; } if (updateLayer === undefined) { updateLayer = true; } if (!Array.isArray(indexes)) { indexes = [ indexes ]; } // Update the array of colliding indexes for (var i = 0; i < indexes.length; i++) { SetLayerCollisionIndex(indexes[i], collides, layer); } // Update the tiles if (updateLayer) { for (var ty = 0; ty < layer.height; ty++) { for (var tx = 0; tx < layer.width; tx++) { var tile = layer.data[ty][tx]; if (tile && indexes.indexOf(tile.index) !== -1) { SetTileCollision(tile, collides); } } } } if (recalculateFaces) { CalculateFacesWithin(0, 0, layer.width, layer.height, layer); } }; module.exports = SetCollision;